I first played Battlezone at a friend's house on his Atari 2600. As a Speccy guy, I was captivated by its vibrant colours, smooth movements, and gritty sound effects. Sadly, I have to admit (to my disappointment) that the ST conversion has never impressed me. And I hate saying that. The framerate is sluggish, the controls are awkward, and we can't even use the mouse. Making matters worse (for me), everyone else appears to like it. I don't get what they are seeing. Am I missing out on the ST's version of an iconic arcade shooter?
Years later, I watched an excellent video review by Trusteft, and he enjoyed it. This came as a shock, but it got me thinking - what was he seeing that I wasn’t? I felt I needed to give this ST conversion another try. However, I didn’t merely want to copy the lad, so I booted it up in monochrome instead. Think different, uh?
In light of that shocking decision, let's pause for a couple of screenshots...
I see this broken screen a lot...
Oh no, I know where that is heading!!
Vector wars
Before loading the game, I gave myself a little pep talk - stay open-minded and be prepared to admit I might have been wrong all these years. The game boots up, and I find myself enjoying its iconic title screen. Unfortunately, no matter how many attempts I made, my experience was just as terrible as it was years ago. I never reached a point where I felt my initial impressions were proven wrong. The sluggish controls simply don’t work. Since the arcade version uses two sticks, I can’t help but wonder if a combination of keyboard and mouse could have been implemented? Or even a method similar to 3D games, like Virus?
The framerate isn’t sufficient for the game’s demands; the Atari ST has demonstrated it can do better in Resolution 101, Starglider, Simulcra, etc. This lack of agility aids the overly difficult action. Hitting tanks is already challenging, but dodging their shots feels nearly impossible! Sure, it’s clear you shouldn’t stand still and need to keep moving, but nothing can compensate for the flaws of this broken game.
This wasn't a review; watch videos by Trusteft and Into The Vertical Blank for in-depth information. I'm only here to be an obnoxious, disgruntled gamer. With that in mind, they are both wrong because Battlezone is the suckiest arcade port I've played (ignoring Rolling Thunder). And I'm gutted to write that. I genuinely am.
What a nasty piece of work I am! Let's calm down and take a look at more screenshots...
Dammit, my tank is so lame. It's not the driver, honest.
It was now that I reset and booted up Resolution 101.
6502 Power!
Interestingly, Klaz may have the answer to my constant frustration with Battlezone. Apparently, the ST is emulating/translating 6502 code in real-time, which absolutely baffles and amazes me equally. Maybe it was quicker to go that route than to invest time and money into making a real 68000 version?
Oddly, I now find myself developing an undeserved respect for this game running like this. The fact that it’s being emulated is impressive, even though it shouldn’t be. Well, you know what I mean. What I wanted was a decent conversion. Hang on, could this be the only commercial Atari ST game that is emulated?
Regardless, I’ll be sticking with the exceptional 2600 conversion. Now then, what a game that is!!
Leviathan is a Zaxxon-inspired isometric shooter released in 1987 by English Software. Interestingly, this is one of the oldest Atari ST games that I own, even if it narks me. Yep, every time I attempt to play it, I get nowhere. Either I'm crashing into the landscape, or some alien smashes into me kamikaze style!
The box is one of those squishy DM types that never lasts long, but I admit, mine is in good condition considering. The back cover has an incredible line, "A space shoot 'em up to end all space shoot 'em ups!". That's a bold statement if ever there was one, and it makes you wonder if it's true. Anyhow, if you wanna see some professionally-captured photographs of my box, then scroll down past this amazing review.
So the storyline is pretty thin, but it takes place over three different planetary zones in the darkness of space. Now, I'll only ever get to see the first one, but they are: Moonscape, Cityscape and Greekscape. As you might have guessed, each is stuffed with aliens that need blasting into smithereens.
Let's see a couple of screenshots from this Zaxxon wannabe? Of course, you do...
Shall I try to shoot the boxy aliens? Or race off in the hope that I might flee to safety?
I must admit, the landscapes are quite desolate but still superb in both look and design.
Let's play
Leviathan blatantly rips off the Zaxxon idea, but it features a few differences and additional "improvements". From what (ahem) little I've seen, we pilot a plane armed to the teeth with a rapid-firing laser gun. There are also a few smart bombs that should only be used as a last resort when things get tough.
Skimming across the diagonally scrolling landscape isn't easy. Aliens appear in waves with an uncanny knack for getting underfoot, and I found this aspect difficult. Quick reactions are required to beat the alien formations, but there is often little room to manoeuvre thanks to the terrain, which isn't flat or dormant. So that presents its own challenge because I am either being beaten by the alien horde or smashing into a chimney!
The joystick controls are fairly similar to Zaxxon - altitude can be changed by pushing up/down. Minimum speed can be increased by holding down fire and pushing up/down. Strafing the ship left/right isn't possible, and instead, the ship will turn itself in that direction, which takes time and leaves you vulnerable.
The status bar details score, fuel, smart bombs, the next wave of incoming aliens, and (groan) a timer. Also, there are two arrows for the alien's location - this means we can head backwards and aren't restricted to flying forward. However, that presents a fistful of new problems trying to safely fly backwards!
If you're copying an idea, don't try to be clever by "improving" it. As shown here...
Argh, massive floating eyes in space, but it's too tough trying to shoot when moving sideways!!
The unnecessary fuel top-ups clutter up the game further. Well, if you survive long enough!
Aesthetics
From the title screen to the smooth scrolling, Leviathan looks fantastic. Each level uses a cosmic design that I really liked. Of course, I had no chance of seeing the later levels, but I loved the rocky, industrial landscapes I played. The aliens are often bright and colourful, so they stand out from the stark backdrops.
The audio fares well and begins with a sampled tune that isn't too bad, I guess. Then again, a 16-year-old me in 1987 would have been chuffed at its ambition. Today, I'm not a big fan and much prefer chip tunes, especially as this is by Mr Whittaker. Thankfully, the effects are crisp and zesty, so suits the gameplay dandy.
Let's see more screenshots before the gripping conclusion of this pointless ripoff...
Ugh, why did the ship need to turn like that? Totally unnecessary. Hate it!
Is anyone a fan of ZZ Top? Got a Rough Boy feel about this? Fans will see it.
The CryptO'pinion?
Leviathan should have been an addictive shooter full of thrills. The graphics are superb, and I liked the concept of clearing each level of its aliens. Sadly, the overly complicated joystick controls make the game that much more difficult. Whoever decided that the ship should physically turn instead of strafing should be shot!
This could have been great, but I'm genuinely gutted to find an Atari ST game that I dislike so much. I’m open to opinions, but I’m also worried it might just be me who’s rubbish because Leviathan might actually be fantastic. Could this possibly be true? Hmm, let me know what you guys think in the comments below...
I enjoy adventures, but MacVentures are something I have yet to experience. I believe there are four, and this caught my eye because of its horror theme. Seeing as I had a bucket load of fun with Ooze and Curse of Rabenstein, I booted this up to see what it was all about. Initially, it appeared very good, albeit with many agonising deaths! But, fun nonetheless.
Hold your horses, what's a MacVenture? That's the name given to the engine powering the point-and-click Mac adventure by Icom Simulations. This is just one game from a series of adventures, all of which have been ported to the Atari ST Shadowgate, Déjà Vu, and Déjà Vu II - Lost in Las Vegas. We call them AtariVentures, which is much better!
The story starts with my brother and me experiencing firsthand what a nasty car crash looks like. I wake to find he's missing and the car is about to explode! This is the first puzzle - figuring out a way to open the car's door and scarper before it's too late. Afterwards, you find yourself outside a creepy old house, and there is a sinister storm approaching. Thunder is booming, and we have our brother to find. Dare we risk entering the scary-looking house to search for him?
Okey-dokey, let's take a peek at the road traffic accident where nobody rushed to our assistance...
Of course, we were gonna crash because somebody put the steering wheel on the wrong side...
Oh, looks like the crash happened right outside an intimidating haunted house. Let's go inside!
User Interface
The Uninvited uses GEM, albeit with a few minor changes to its look and feel. Windows are resizable and used to display command options, what we're carrying, descriptions, and also the current room as we view it. All commands are limited to eight options, but these are direct and precise - examine, open, close, speak, operate, go, hit, and consume.
For example, to inspect an object, you would click it and then choose the examine button. Dead easy. The game employs this simple method of instruction throughout, but more "complex" actions like walking through a closed door require multiple commands: ie first opening it before attempting to walk through a closed door. Duh, obvious right?
Items you find can easily be carried in your inventory by drag & drop, plus their contents can be sorted in order. The other window is for Exits - all of the possible ways to leave the current location. Being GEM'ish means we easily begin playing thanks to a functional and intuitive design, but that efficiency comes at a price, ie I'm glad my ST has a Blitter!
Additionally, you can double-click on most things for a default option. Like the closed doors: double-click once to open it and again to walk through. The same goes for the Exits window, double-clicking in that is nifty.
The more observant may have noticed the "Self" button? Well, that's rarely used if I'm honest, but it may involve something that you need to do, such as drink a potion. Additionally, this is also another way in which the game shows its good sense of humour, try using the axe on yourself (save first). I love this freedom and the potential to be daft!!
Wanting to escape the oncoming storm, we head into the mansion for shelter. Oh, and two more screenshots...
The first room is a little weird, especially with that giant pentagram on the floor!
This is the room just off to the right (see previous image). Not much to see... Ahem, right?
Let's play!
As with any adventure, the Uninvited is all about exploration, study, investigation, and lots of trial and error. Well, with Uninvited, the trial-and-error parts are paramount, with the earlier stages presenting a steep learning curve. This game takes no prisoners. Yes, I'm talking about you, Scarlet O'Hara, and that vicious temper of yours!
She is the lady lurking on the ground-floor hallway, and no matter what you do, she will turn around and eat your face! Over and over, I died. Too many times to count! The only way to safely pass her is via the stairwell to the first floor - but you need to come back downstairs at some point. Perhaps there is something up there we can use against her?
More or less everything that you see can be picked up and examined (it's now that I'm starting to realise there are a gazillion possible objects to inspect). Take a look upstairs; have a poke about and inspect each room for anything that might kill this Scarlet monster. It really is an obvious puzzle that you have probably overlooked several times.
Killing Scarlet is a big deal and opens up the game completely. I feel quite victorious, and it's now that the adventure really does begin, as there is much work to do with many more rooms to plunder for anything that might help me find my brother. Oh, there are walkthroughs on the net which I won't be linking to as they'll only spoil the fun (although the maze section contradicts me entirely). Just play the game and enjoy everything that's on offer for the avid explorer.
Here are two more screenshots of the hallways that (embarrassingly) took me aeons to suss out...
Scarlet seems to be guarding each of the four doors. So why don't we sneak upstairs?
It's much safer upstairs, and you can freely explore each room... for an item to combat Scarlet!
I love big tips!
Go slow and don't rush as you will only miss what is obvious.
Learn the user interface properly, it's dead easy but can be finicky.
Just escaped the impending death of a car wreck? Snoop before entering the house...
Inspect absolutely everything, even the smallest thing can get you out of trouble.
Read the object descriptions carefully, subtle hints are usually given.
Don't be a vandal, not until the time is right later...
90% of the items are useless so remember their locations rather than carrying everything.
Make a map. I know, I know, but this is the time for pen and paper!!
Install to hard drive - the experience is miles better with audio on cue.
This next one is obvious but never more so for a game like this - save regularly!
Every so often, a little critter whisks across the screen! He's a little cookie, he is!
A spider freely walks by, and then a winged eyeball appears. What is going on?!!
Aesthetics
The artwork is really good, with each room well-detailed to represent each scene nicely. Okay, it's not exactly The Pawn, but I admire what they were trying to do, and I thought it worked very well much of the time. The horror aspect is feeble, to say the least, but Scarlet is a babe, and Romero would love to cast her, I'm sure of it. The guy with the severed head is brilliantly drawn, but what's even better is the glimpse we're given. That timing works really well for maximum effect.
As you progress, you'll realise just how many different monsters there are. Not to mention the different ways to die! Some of these monsters are really cool. I especially liked the zombies in the maze. However, some are rather lame - like the one that looks like a giant tomato. Yeah, the results are mixed but generally favourable with a comical twist.
I know some will disagree, but GEM works well for our version of AtariVenture. I think it's made great use of the windows, especially with the ease of issuing commands and the use of Exits and Inventory. But this also means it's slower than other similar games but a Blitter helps, as did my 16Mhz Mega STe.
As for audio, there is no music, which is fine as that would have ruined the atmosphere, plus the sound effects are perfectly apt. Thankfully, these are made using crunchy samples and include everything from creaking doors to horrific screams. Amazing sound effects and, if I were playing this back in 1987, it would have blown my socks off!!
Death comes thick and fast throughout your entire adventure. I hate Scarlet so much!
Stuff that, I'm heading back downstairs! (probably the scariest moment in this 'horror' game)
The CryptO'pinion?
I found the Uninvited to be a challenging and intense adventure and one that I thoroughly enjoyed, especially considering this is my first frolic into the world of MacVentures, erm, I mean, AtariVentures. Like any of its ilk, you have to take your time and study all aspects of each and every location. That's the only way you're going to get anywhere.
However, it's not perfect, with certain puzzles not making any sense whatsoever and therefore impossible to figure out without sneaking a glance at a walkthrough. Not only that, but I've never known any adventure with so many red herrings - either the many pointless items or dead ends (that often lead to your brutal demise!). That might sound fair in some respects, but it's not when you're secretly restricted to a finite number of actions within the game at large.
Having said that, please believe me that I have thoroughly enjoyed playing Uninvited. Whilst certain parts of it made little sense, the Uninvited offers a richly rewarding experience and, if you fancy a different kind of adventure, then this is definitely it. Demanding, interesting, infuriating, and blummin' good fun for anyone looking for a challenge.
There's nothing better than blasting cannonballs at enemy kingdoms after a soul-crushing day at work. Today was that day. I needed a game of artillery mayhem in Ballerburg, as this is one of my favourite Atari ST games. I first played it long before I could afford a high-resolution monitor, but it was still playable in "emulation". In fact, this isn't the first time I've featured this fantastic game, so click here for more.
Are there any fans out there? Let me know in the comments below...
The download is available on Eckhard Kruse's website. Along with a rather potty horror demo!!
Try MonoPack if you don't have a mono monitor; it's great and can even use the Blitter.
Here is something different, plus its box intrigued me with screenshots that appear to be a mix of Toobin' and Mystical. It's almost like those games had a baby - then dropped it, picked it up, wiped away the blood, and then dropped it again. You might laugh, but I really, really don't know what to make of this one.
Liberator is a vertical shooter that throws you into the cockpit of a Tactical Hover Gun Craft on a mission to rescue captured Federation comrades from aliens. Each stage has you blasting enemies and smashing open prison cells to free the captives, before diving through a warp gate to the next battle zone.
It might look tacky, but how often have we played a corker with bad graphics? Exactly. Let's play...
Navigate by alien wreckages, remembering to collect the ammo caches...
...while you kill the ugly aliens, of course!
It looks like a bad dream!
Having never heard of Liberator, I was clearly unprepared for what to expect, as shown in my video recording!! We start at the bottom of the level, and, as the screen scrolls, aliens emerge from the ground or approach us. While they’re easy to shoot due to their slow pace, they can attack in hordes, so stay alert!
Liberator was coded by Tim Moore, who gave us excellent games like Verminator and also the legendary Beyond the Ice Palace. Okay, everybody has to start somewhere, so I can only assume he learnt many lessons from programming this shoot 'em up? Ahem... :]
Reaching the end of level one is easy, and then it’s a matter of freeing a captive by shooting the bars of his cell. You’ll then be whisked away into psychedelic gateways leading to the next level. Disclaimer: As guys, we’re not exactly known for reading the instructions, so here is my advice: aim for the square that's flashing. It’s the only way to progress; otherwise, you’ll be stuck repeating the same level. Which is ridiculous!
Wanna see more screenshots? Well, tough, because here they are...
The aliens might be slow, but they're determined to play chase.
Surely, this is the silliest game you've ever seen?
Aesthetics
Visually, the Atari ST is being pushed to its absolute limits. No, not really, as it's pretty lame with poorly designed backgrounds and wandering aliens that you cannot help but laugh at. The scrolling is smooth, albeit with some occasional slowdown, which is odd because there isn't ever a whole lot going on.
The sound effects are quite poor but serve their purpose for shooting, picking up items, and so on. However, the music was created by Wally Beben, and it's shockingly bad. No, terrible!!! I don't get it. Wally is incredibly talented, with a raft of excellent tunes to his name, but what was he thinking here? Turn it off!
We've reached the end, shall we rescue the caged guy and carry on scrolling...
Free your man and then get ready for teleportation.
Make sure you choose the correct square!
The CryptO'pinion?
Liberator is fun for a couple of games. I came away thinking, "Hmm, not bad for 1987". Which is daft, because that era gave us Oids, Gold Runner, Plutos, and Ikari Warriors. All of which destroy Liberator!! Also, I noticed poor collision detection and landscape objects that blocked my movement and firing - Grr!!
Still, nothing is perfect (Liberator certainly proves that), but I must admit I quite enjoyed this shooter. I don't know why! Possibly because it's something I've never played before? But it's weirdly entertaining. Sure, it's not the corker I might have hoped for, but it is worth booting up just to experience something rather odd.
It's cheap, tacky, pointless, and downright rubbish. Go, kill some aliens. Enjoy!
Grab the funky Zuul floppy disk from Atari Legend.
For the most part, my Super Pack run has been a glowing success, featuring lots of brilliant games. Okay, there's been a couple of bumps along the way, but that's only to be expected, and even Atari wasn't able to please everybody all the time. Although I seriously doubt I will load up Chopper X or Marble Madness again.
Up next is Road Wars by Melbourne House, which looks like Eliminator meets Wipeout. Apparently, a computer controls the safety mechanisms of the highways, but it isn't working properly. The roads are no longer safe (it was running on Windows). So hop into your Battlesphere droid and rid the roads of menaces!
Righto, let's take a little pause and check out a couple of screenshots...
Weirdly, I like that the title screen gets straight to the point.
It even comes with the instructions!
Fast & Furious!
Road Wars is a 3D racer, but instead of a car, we're a mounted gun sliding down a yellow highway. We're inside something called a Battlesphere, which looks like a giant bowling ball that acts as a shield. Inside, you’re safe but unable to fire. Leaving that safety exposes you to vulnerability, but you can fire! Two players are supported, and solo gamers will be happy to see the computer automatically assume the role of an absent friend.
Controls are easy: move left/right, and pushing UP activates the Battlesphere's shield to hide in. Pulling DOWN removes that, so you can kill stuff using the fire button. The controls work well, but there is a noticeable lag when things get busy. I also found it too easy to kill my friendly opponent. Clumsy me... Oops!
The highway is walled on both sides with several types of enemies and other problems. Some wall panels are blue and fire electricity across the highway. Shooting either panel will disable that, or hide inside the safety of the Battlesphere, and roll through! When both panels are gone, you're free to zip onto the next level.
We're not alone! Beware and look out for the dangers on these futuristic yellow roads:
Red balls. Yup, red balls. These can kill you with one touch unless you're shielded - but even then, it'll completely destroy your shield, leaving you vulnerable. These can also appear in clusters, which obviously gives you much more to shoot at. Also, beware of those that turn into missiles!!
Chevrons are an unusual surprise, and it's worth rolling over one...
Spikes are a pain in the rear end, so cloak up quickly and hide inside your protective shield!
Satellites frequently flyby and some can fire a deadly laser beam.
Barriers are quite fun and something to enjoy ramming through. Well, if cloaked!
Yeah, this game is a little bonkers, so let's dump a couple of screenshots here...
We begin on Electric Avenue, hunting down the evil villain, Eddy Grant.
No, not really!! :p
Aesthetics
The graphics are truly drab. The only redeeming feature is the loading screen, which features the two developers and has a demoscene vibe. I also like the moon animation, though it’s not particularly impressive - I still liked it... However, the most disappointing aspect is the ridiculously sluggish framerate. Ugh!!
The audio is incredibly annoying with a single tune constantly playing. It’s incredibly aggravating.
Wow, that's not good, is it? Screenshots are inbound...
Taking screenshots is usually a mad rush during the fun of frantic gameplay.
Not during Road Wars! Yawn...
The CryptO'pinion?
Road Wars had the potential for greatness, but its limited design ultimately let it down. The repetitive gameplay, laggy controls, poor framerate, and constant bad music only made matters worse. This is undoubtedly one of the most disappointing games I’ve ever played, and I’m struggling to find anything positive to say.
All I have to say is this: Road Wars comes on the same disk as Chopper X. I rest my case.
Masochists will be happy to find this at AtariMania!!
Magic Bytes released Clever & Smart back in 1987 and is a peculiar puzzler that is based on an original Spanish comic strip. Now, if I'm honest, I've never heard of that comic strip before nor have I ever played this Atari ST game. I'm hoping that being new to something is going to be a good thing. I can but hope! Let's see and take this weird game for a spin.
So, we begin at an odd city and are two special agents - who are controlled at the same time. Okay, they're hardly Mulder and Scully but these guys have been informed about a gifted scientist, Dr Bakterius. He is being held prisoner by a terrorist organisation called OMP. Yup, I guess it's our job to free him but why is there always an evil scientist on the loose?
Folk, brace yourself. This is going to be a bumpy ride so let's check out a couple of screenshots...
Terrorists are causing trouble again so let's plod through the city looking for clues... I think?
I must admit, the graphics are quite shocking but the character sprites are kinda cool.
Let's play something different, you said?
The city is viewed from above and exploring is quite a weird experience. Watch out for odd characters lurking in the streets - it usually ends in a brawl for some insane reason I cannot figure out. Finding a cop won't help because they just disappear (like in real life). I wandered around for a while until a car suddenly appeared with the sole purpose of running us down!
By chance, I entered the sewers through a manhole and found myself in a place that reminded me of an old ZX Spectrum game, Maziacs. I pottered about, dodging rats and silly cats, but there wasn't much else of interest other than to seek out an exit. Also, bumping into the walls displays a menu with two useless options, so I assumed I needed to previously hunt down items from in the city above? However, I found nothing in the three games I recorded. Yes, three.
Aesthetically, this sucks. It's almost like my Atari ST has been transformed into an Amstrad with such poor visuals. The animations are suspect and whoever created that shuffling walk (during the sewers scenes) should be shot!! Saying that some of the sprites are kinda cute and those brawls are a neat cartoon-like touch. However, this isn't a game you'll boot up to show your friends (lol). Sadly, the YM2149 blurts out little more than the odd scratchy effect and footsteps.
However, this now leads me to a couple more screenshots with humorous sprites like this cat...
Wow, the sewers are bad but not as much as our shuffling walk which is quite odd.
Hey, look is that a baby trapped in the wall or just hilarious graffiti. Love it!!
The CryptO'pinion?
Well, that was certainly one of the most unusual Atari ST games that I have ever attempted to play. It's quite confusing with lots of careless walking about. Little makes any sense so you basically wonder, wondering what to do and where to go. But then be prepared as you'll probably get mowed down by a car for no reason! Nah, this game didn't give a good vibe.
Those willing to torture themselves can grab the floppy and hdd versions for instant fuji pain. Good luck and enjoy it!
Ikari Warriors brings back many special memories for me because it came free with my first Atari ST and was something I loved from the moment I loaded it up that Christmas morning (yikes, that was 1988). I don't think anyone forgets the first time they saw how superior the ST was compared to their old 8Bits...
I admit it's hardly perfect, but Elite delivered the goods for a brilliant conversion, which is one of my favourite ST games. Now, unlike my dreadful progress with Commando, I am actually pretty good at Ikari Warriors, so I figured it would be a good idea to check out the Atari 7800 game alongside the classic ST version.
Now, before you moan, this isn't a MCIBTYC comparison! I wanted to see how the games compare...
The 7800 has superb scrolling, albeit surprisingly very blocky, unlike the Atari ST
Graphics or Music?
After watching the 7800's intro swoosh by, I instantly wished Atari had released the STe back in 1985. Anyhow, once the game began, the first thing that struck me was its sexy-smooth framerate. However, the sprites themselves are crude in comparison with blocky heads. Yikes, what's wrong with the resolution?
Graphics aren't everything, nor is the audio, which happens to be as good and exactly what I expected. Those grenade throws are excellent, but I missed the sound of the tank. Background music is okay, but I don't think anything compares to the legendary ST tune by Jason C. Brooke, which is bleeping excellent.
The 7800 looks poor, but I really like that chunky look, plus it won't slow down like on the ST.
Pros And Cons?
Enough of this talk about aesthetics, because what we want is great gameplay and the 7800 certainly produced the goods. Okay, my console might be virtual, but I'm still able to use BOTH joystick buttons, which means the machine gun and grenades are separate, and that beats the ST's one-button method hands down.
Also, firing can be locked in any specific direction, thus rapid - independent - shooting is possible until you decide to release the button. This takes a little getting used to, but it's certainly worth mastering because it works extremely well - especially when making use of the superb power-ups always being offered.
Sadly, I admit to struggling with this conversion because I found it shockingly difficult. Perhaps it's just me and my lame joystick skills? But, no matter how much I tried, my progress was always weaker in comparison. YMMV, but I personally found that excess difficulty promoted how balanced the Atari ST game is.
The console struggles with visual definition, but this is a beast of a port! Just like the ST.
The CryptO'pinion?
Ikari Warriors is a class act on any platform. The 7800 and ST succeed in delivering a great arcade conversion that is great fun. All that's required are quick reactions and a love for guns and violence! So, enjoy what is nothing short of a cracking shoot 'em up for either your 7800 or Atari ST [floppy or hard disk].
I hope you enjoyed this detour from AtariCrypt's usual dedication. Let me know what you guys think in the comments below (because I was quite smitten by the mostly unknown Atari 7800 if I'm honest!)